2023-12-17 22:51:25 +01:00

120 lines
4.1 KiB
Python

import json
import socket
import threading
class Server:
__address:str
__tcpPort:str
__udpPort:str
__tcpSocket:socket
__udpSocket:socket
__TCPclientThread:threading.Thread
__UDPclientThread:threading.Thread
def __init__(self, address:str, tcpPort:str, udpPort:str):
self.__address = address
self.__tcpPort = tcpPort
self.__udpPort = udpPort
self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.__udpSocket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.startServer()
# handles starting the server and assigning socket values to the local reference
def startServer(self):
self.__tcpSocket.bind(self.__address, self.__tcpPort)
self.__tcpSocket.listen()
print(f"tcp server started on: {self.__address}:{self.__tcpPort}")
self.__udpSocket.bind(self.__address, self.__udpPort)
self.__udpSocket.listen()
print(f"tcp server started on: {self.__address}:{self.__udpPort}")
# server loop forwards connection to handleConnection
while True:
# accept incoming connection
# TODO: validate this connection is a valid game connection
clientTcpSocket, clientTcpAddress = self.__tcpSocket.accept()
# create network thread for connection
self.__TCPClientThread = threading.Thread(target=self.handleTCPConnection, args=(clientTcpSocket, clientTcpAddress))
self.__TCPClientThread.start()
clientUdpSocket, clientUdpAddress = self.__udpSocket.accept()
self.__UDPClientThread = threading.Thread(target=self.handleUDPConnection, args=(clientUdpSocket, clientUdpAddress))
self.__UDPClientThread.start()
# handles ticking the game loop server side converting data and passing of to the event handler
def handleTCPConnection(self, socket:socket, address):
# states that a connection has been established
print(f"Connected with {address}")
# Communication with client
while True:
data = socket.recv(1024)
if not data:
break
# decode message for handling
message = data.decode()
messageJson = json.loads(message)
if messageJson["user"] in self.__users:
self.handleTCPEvents(messageJson)
else:
break
print(f"received message from {address}: {message}")
# handles ticking the game loop server side converting data and passing of to the event handler
def handleUDPConnection(self, socket:socket, address):
# states that a connection has been established
print(f"Connected with {address}")
# Communication with client
while True:
data = socket.recv(1024)
if not data:
break
# decode message for handling
message = data.decode()
messageJson = json.loads(message)
if messageJson["user"] in self.__users:
self.handleUDPEvents(messageJson)
else:
break
print(f"received message from {address}: {message}")
# handles passing of event data to the right functions
def handleTCPEvents(self, event):
# decide which event should be performed
if event["event"] == "login":
pass
elif event["event"] == "join_queue":
# count queue
# move start game if 2 players are in the queue
# remove player from the queue once game starts
pass
elif event["event"] == "leave_queue":
# just remove player from the queue
pass
def handleUDPEvents(self, event):
if event["event"] == "placeCard":
pass
elif event["event"] == "removeCard":
pass
elif event["event"] == "attackCard":
pass
elif event["event"] == "attackPlayer":
pass
elif event["event"] == "activateeffectCard":
pass
elif event["event"] == "activatemonstereffect":
pass